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HyperNovae

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Everything posted by HyperNovae

  1. Also made some quick minor changes to the craft, removed some extra mono tanks that just added weight and replaced the single engine second stage with a quad engine. Nothing major and won't effect anything.
  2. Here is my first ever submission on the site. I've been lurking for a while now and figured I might as well start being a part of the community. This is an Apollo type replica not to a tee but very similar. It is called the Hercules K3. It's a 3 stage Munar Rocket capable of getting you to the mun and back. It can land and then has an ascent stage to meet back with the command module orbiting the mun. It might have enough juice to get you to Minimus and back but I haven't attempted to yet. If there is interest in the craft I also have a nearly identical version but instead of a manned lander it has a larger two person rover on the bottom landing section. It needs a seperate flight to get the rover to the mun. Using the fairings I was unable to make the craft wider and still retain the closed look. After getting into a stable orbit around kerbin you can; (Action Keys needed for successful flight) 1. Use this to decouple the command module from the nose 2. This will remove the decoupler from the engine of the command module 3. Use this after performing a 180 degree yaw or pitch maneuver and docking with the lander this key will decouple the lander and command module unit from stage 2 4. Toggles floods on the lander 5. Toggles landing legs on lander 6. Toggles ladder on lander 7. Is used to engage the ascent stage this will detach the mk2 command canister from the lander and is used to dock with the command module. It will fire the boosters activate the engine and most importantly decouple. 8. Is for the Command Module solar panels 9. Is for lander solar panels 0. This is important sort of it disables the command and landers RCS thrusters so when moving stage 2 around it is more realistic looking. Stage 2 is reusable and is able to be deorbited and brought down safely with parachutes. It has a remote unit onboard and power. Also enough fuel for the manuever. Mods used KW rocketry Nova Punch Bobcat ind Mechjeb Crew Manifest Those are all that are needed to use the craft. Some quick notes, SAS is not advised to be on during the ascent it seems to want to wobble the craft, it wont destroy it but it is bothersome. Just leave it off the rocket isn't hard to control. It also seems to want to yaw to the left after take off only slightly, a tap or two on the D key should set you vertical. This Rocket is not the most efficient and is high in parts. If you are on a low spec PC I would advise against it. It is also not a beginner craft and needs docking skills. Although both command and lander have mechjeb so if you had to you could do it all automatically. Thanks. Craft File Below http://www./?y0tuwyxmc1pp5tp
  3. To submit a craft I just post here similar to how the others do?
  4. Sorry I didn't read through the whole thread but does this work with parts packs such as KW, Nova, and others?
  5. Well, I tweaked my old rocket a tad, threw some of those inline wheels on the sides of the rocket and it was not too much to handle. Instead of turning off SAS to gravity turn I left it on and it went rather smooth, no rotation or at least very little. It took more work to get a good orbit going but not too much. Then I noticed SAS didn't do a bad job of keeping my lander aimed where I needed it to be it actually worked pretty well. Node maneuvers were a little more involved and whatnot but nothing too bad. I couldn't even get into orbit last night. I also made it to the mun but have no tried landing yet, that is still to come. Considering the last time I tried to land I hit the mun at about 130m/s I am not sure I will be much more successful. But all in all it wasn't that much worse than the previous iteration of the ASAS. Notes Steam version Mechjeb from .2 installed still Chatter for .2 installed still Old rocket still works. I do like how electricity is much more involved though and that solar panels are actually useful. I haven't tried the planes, I've never flown them ever so I cannot comment, but after testing it out a bit more with rockets I am alright with it. I was so disappointed last night when I went to take my rocket up and it started rotating like nobodies business. So to get to the mun on my first flight today was a nice feeling. Also, I found that when maneuvering with SAS still on it seemed to want to keep moving so I kept it off and then switched it on once I was stable at thte position I wanted to be in. Before you just whipped around and let go of F on exactly where you wanted to be. Although fun and much easier it wasn't nearly as realistic.
  6. If this is all good for the planes that's great and all but I thought this was a space flight game. My old rocket builds can't even pull off grav turns without going completely haywire now. I start the grav turn and the ship just starts spinning out of control. I don't know exactly what changed but I can't even get a decent 0 degree orbit now, I am flying all over the place. Is there anyway to get .2 back?
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